
package v9.assist.script

import sample.ui.ConsoleLayout
import sample.ui.AppDispatchers
import sample.ui.Properties
import kotlinx.coroutines.Job
import kotlinx.coroutines.delay
import kotlinx.coroutines.script.Block
import kotlinx.coroutines.script.C
import kotlinx.coroutines.script.Controller
import kotlinx.coroutines.script.Controller.Companion.processExitGame
import kotlinx.coroutines.script.tes.DiskLogUtils
import kotlinx.coroutines.script.tes.appScopeLaunch
import kotlinx.coroutines.script.tes.printLog
import kotlinx.coroutines.script.tes.pt
import kotlinx.coroutines.script.tes.random
import kotlinx.coroutines.script.tes.readByDisk
import kotlinx.coroutines.script.tes.shake
import kotlinx.coroutines.script.tes.toast
import kotlinx.coroutines.script.accAutoAtk
import v9.assist.access.accClick
import v9.assist.access.accPathfinding


import v9.assist.access.btnApplyAccept
import v9.assist.access.btnApplyMenu
import v9.assist.access.btnApplyPopMenu
import v9.assist.access.btnApplyRefuse
// import v9.assist.access.btnAtvConfirm
import v9.assist.access.btnCloseable
import v9.assist.access.btnEditFriendClose
import v9.assist.access.btnInteract
import v9.assist.access.btnInviteBlackClose
import v9.assist.access.btnInviteCancel
import v9.assist.access.btnInviteConfirm
import v9.assist.access.btnPopApplyClose
import v9.assist.access.btnPopTxtCancel
import v9.assist.access.btnPopTxtConfirm
import v9.assist.access.btnRandomBuff
import v9.assist.access.btnReviveByOtherCancel
import v9.assist.access.btnReviveInCity
import v9.assist.access.btnReviveInHere
import v9.assist.access.btnSceneHideState
import v9.assist.access.btnSceneInviteGroupAllClose
import v9.assist.access.btnScreenCenter
import v9.assist.access.btnSelectRole
import v9.assist.access.btnSkipAnim
import v9.assist.access.releaseLastGestures

import v9.assist.analyst.PAGE_APPLY
import v9.assist.analyst.PAGE_APPLY_EMPTY
import v9.assist.analyst.PAGE_BASE_MENU
import v9.assist.analyst.PAGE_BE_INVITED
import v9.assist.analyst.PAGE_BE_INVITED_BLACK_GROUP
import v9.assist.analyst.PAGE_BOSS_DIRECT_OR_BUFF
import v9.assist.analyst.PAGE_CLOSEABLE
import v9.assist.analyst.PAGE_EDIT_FRIEND_NAME
import v9.assist.analyst.PAGE_INITIAL
import v9.assist.analyst.PAGE_MAIN
import v9.assist.analyst.PAGE_POP_TEXT
import v9.assist.analyst.PAGE_REVIVE
import v9.assist.analyst.PAGE_REVIVE_BY_OTHER
import v9.assist.analyst.PAGE_ROOT_ENTER
import v9.assist.analyst.PAGE_ROOT_ENTER_TIP
import v9.assist.analyst.PAGE_SCENE_COMPLETED
import v9.assist.analyst.PAGE_SCENE_ENTER
import v9.assist.analyst.PAGE_SCENE_GROUP_INVITE_PLAYER
import v9.assist.analyst.PAGE_SELECT_ROLE
import v9.assist.analyst.PAGE_SKIP
import v9.assist.analyst.PAGE_TALK_BLACKSMITH
import v9.assist.analyst.anaClearSceneSettle
import v9.assist.analyst.anaLastHasBackpack100Ts
import v9.assist.analyst.anaLastHasEnemyNameTs
import v9.assist.analyst.anaLastSMapHYFeature10Ts
import v9.assist.analyst.anaLastSMapHYFeature1Ts
import v9.assist.analyst.anaLastSMapHYFeature2Ts
import v9.assist.analyst.anaLastSMapHYFeature3Ts
import v9.assist.analyst.anaLastSMapHYFeature4Ts
import v9.assist.analyst.anaLastSMapHYFeature6Ts
import v9.assist.analyst.anaLastSMapHYFeature7Ts
import v9.assist.analyst.anaLastSMapHYFeature8Ts
import v9.assist.analyst.anaLastSMapHYFeature9Ts
import v9.assist.analyst.anaLastSceneSettleTs
import v9.assist.analyst.anaUpdateExcludeEnemyName
import v9.assist.analyst.setupAnalystScene
import v9.assist.analyst.analystInitialized
import v9.assist.analyst.angleByRoad
import v9.assist.analyst.blockBlacksmith
import v9.assist.analyst.blockBlueDoor
import v9.assist.analyst.blockEliteEnemyBoss
import v9.assist.analyst.bsAcceptApply
import v9.assist.analyst.bsAcceptInvite
import v9.assist.analyst.bsBossBeside
import v9.assist.analyst.bsEnemy
import v9.assist.analyst.bsHasApplyDot
import v9.assist.analyst.bsHasEnemy
import v9.assist.analyst.bsHasInteract
import v9.assist.analyst.bsHasReviveRightBtn
import v9.assist.analyst.bsPage
import v9.assist.analyst.bsPlayerHpLosing
import v9.assist.analyst.bsSceneSettle
import v9.assist.analyst.bsSceneSettleBlacksmith
import v9.assist.analyst.counterActionStopped
import v9.assist.analyst.fsInfo

import v9.assist.analyst.lastEliteEnemyBossTs
import v9.assist.analyst.lastMapBottomNotArrivedTs
import v9.assist.analyst.lastMapLeftNotArrivedTs
import v9.assist.analyst.lastMapTopNotArrivedTs
import kotlin.math.max

private var scriptInError = false
private var n: Long? = null // 检查CDK用的时间戳标记
private var job: Job? = null

private var sLastFeature1Ts = 0L
private var sLastFeature2Ts = 0L
private var sLastFeature3Ts = 0L
private var sLastFeature4Ts = 0L
private var sLastFeature6Ts = 0L
private var sLastFeature7Ts = 0L
private var sLastFeature8Ts = 0L
private var sLastFeature9Ts = 0L
private var sLastFeature10Ts = 0L


fun startSceneHY() {
    job?.cancel()
    job = appScopeLaunch(AppDispatchers.Script) {
        scriptInError = false
        xCounterNetRetry = Properties.netRetryCount
        xLastAtvTs = System.currentTimeMillis()
        xLastSceneEnterTs = System.currentTimeMillis() // 现在只记录副本开始时间
        setupAnalystScene(C.S_HY)
        anaUpdateExcludeEnemyName("")
        n = System.currentTimeMillis()
        delay(200) 
        while(Controller.isRunning && !scriptInError) {
            checkScriptError()
            if (!analystInitialized) {
                printLog { "Script invoking not ready" }
                ConsoleLayout.outputText("等待首帧截屏.连续出现重启脚本")
                toast("等待首帧截屏.连续出现重启脚本")
                delay(1000) // 刚开始没准备好
            } else {
                val timestamp = System.currentTimeMillis()
                processFsHY()
                val using = System.currentTimeMillis() - timestamp
                if (using < 10) delay(if (bsPage == PAGE_INITIAL) 800L.shake(50) else 200L.shake(5))
            }
        }
    }
}

fun stopSceneHY() {
    xSceneHideState = false
    xBossDirectOrBuff = false
    xLastAtvTs = 0 // 不能少
    job?.cancel()
    anaClearSceneSettle()
//    t = false
}

suspend fun processFsHY() {
    fsInfo.also { if (bsPage != SCRIPT_MAIN) printLog { "processFs $it" } }

    if (bsPage == PAGE_BE_INVITED) {
        val widget = if (bsAcceptInvite) btnInviteConfirm else btnInviteCancel
        accClick(widget, afterDelay = 500)
        random.nextInt(360).also { 
            listOf(it, it, it, it).forEachIndexed { index, i -> 
                printLog { "script 随机移动 $index" }
                accPathfinding(i)
            }
            releaseLastGestures()
        }
    } else if (bsPage == PAGE_REVIVE) {
        if (bsHasReviveRightBtn) {
            accClick(btnReviveInHere, afterDelay = 333)
        } else {
            accClick(btnReviveInCity, afterDelay = 333)
            if (xBossDirectOrBuff) xLastBossDirectOrBuffTs = System.currentTimeMillis()
            // 起点复活通过传送门快速回到boss
            delay(1000L) // 不然 卡掉了.反而原地点了弹窗.走了全程路径
            listOf(40, 40, 40, 40,
                120, 120, 120, 120, 120).forEachIndexed { index, i ->
                if (System.currentTimeMillis() - lastMapLeftNotArrivedTs > 2000
                    && System.currentTimeMillis() - lastMapBottomNotArrivedTs > 2000) {
                    // 屏蔽掉终点复活.刚好击败boss又从传送门出去了
                    printLog { "scriptHY 节点.复活直接去boss $index" }
                    accPathfinding(i, if (index >= 4) btnInteract else null)
                }
            }
            releaseLastGestures()
        }
        xLastAtvTs = System.currentTimeMillis()
        xLastReviveTs = System.currentTimeMillis()
    } else if (bsPage == PAGE_SCENE_ENTER) {
        accSceneEnter()
    } else if (bsPage == PAGE_BASE_MENU) {
        accClick(btnScreenCenter, afterDelay = 2000)
    } else if (bsPage == PAGE_SKIP) {
        delay(500)
        accClick(btnSkipAnim, afterDelay = 2500)
        listOf(62, 62, 62, 62).forEachIndexed { index, i ->
            printLog { "script 画面跳过 $index" }
            accPathfinding(i)
        }
        releaseLastGestures()
        xLastAtvTs = System.currentTimeMillis()
    } else if (bsPage == PAGE_POP_TEXT) {
        accClick(btnPopTxtCancel, afterDelay = 2400)
        listOf(62, 62, 62, 62, 62, 62, 62).forEachIndexed { index, i ->
            printLog { "script 防止卡地图移动 $index" }
            if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
            else accPathfinding(i)
        }
        accClick(btnInteract, afterDelay = 1500)
        accClick(btnPopTxtConfirm, afterDelay = 2000) // 如果是在外面的入口卡住
        xLastAtvTs = System.currentTimeMillis() // 延长时间
    } else if (bsPage == PAGE_BE_INVITED_BLACK_GROUP) {
        delay(500)
        accClick(btnInviteBlackClose, afterDelay = 1500)

    } else if (bsPage == PAGE_EDIT_FRIEND_NAME) {
        delay(500)
        accClick(btnEditFriendClose, afterDelay = 1500)
        random.nextInt(360).also { 
            listOf(it, it, it, it).forEachIndexed { index, i -> 
                printLog { "script 随机移动 $index" }
                accPathfinding(i)
            }
            releaseLastGestures()
        }
    } else if (bsPage == PAGE_SCENE_GROUP_INVITE_PLAYER) {
        delay(500)
        accClick(btnSceneInviteGroupAllClose, afterDelay = 1500)
        random.nextInt(360).also { 
            listOf(it, it, it, it).forEachIndexed { index, i -> 
                printLog { "script 随机移动 $index" }
                accPathfinding(i)
            }
            releaseLastGestures()
        }
    } else if (bsPage == PAGE_TALK_BLACKSMITH || bsPage == PAGE_SCENE_COMPLETED
        || bsSceneSettleBlacksmith || bsSceneSettle
    ) {
        if (bsEnemy == "Y" || bsEnemy == "B" || bsEnemy == "P" || blockEliteEnemyBoss != null
            && System.currentTimeMillis() - sLastFeature34Ts > 1000) {
            anaClearSceneSettle()
            sLastFeature34Ts = System.currentTimeMillis()
        }
        else {
            xLastAtvTs = System.currentTimeMillis()
            sceneHandlingSettle(
                blacksmithBy = { blacksmithByBlueDoor(blockBlueDoor) ?: blacksmithByBlacksmith(blockBlacksmith) },
                exitBy = { exitByBlueDoor(blockBlueDoor) ?: exitByBlacksmith(blockBlacksmith) }
            )
        }
    } else if (bsPage == PAGE_APPLY_EMPTY) {
        accClick(btnPopApplyClose, afterDelay = 1000)
    } else if (bsPage == PAGE_APPLY) {
        accClick(if (bsAcceptApply) btnApplyAccept else btnApplyRefuse, afterDelay = 1000)
    } else if (bsPage == PAGE_SELECT_ROLE) {
        accClick(btnSelectRole, afterDelay = 1500)
    } else if (bsPage == PAGE_CLOSEABLE) {
        delay(500)
        accClick(btnCloseable, afterDelay = 3000)
        xLastCloseableTs = System.currentTimeMillis()
    } else if (bsPage == PAGE_BOSS_DIRECT_OR_BUFF) {
        delay(500)
        accClick(btnRandomBuff, afterDelay = 2000)
        xLastBossDirectOrBuffTs = System.currentTimeMillis()
        xBossDirectOrBuff = true
    } else if (bsPage == PAGE_REVIVE_BY_OTHER) {
        accClick(btnReviveByOtherCancel, afterDelay = 1500)
    } else if (bsPage == PAGE_ROOT_ENTER_TIP || bsPage == PAGE_ROOT_ENTER) {
        tryEnterByRelaunch()
    } else if (bsPage == PAGE_MAIN) { // 主页操作
        if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) {
            sceneHYSpecialHandling9()
            accAutoAtk(angleByRoad)
            xLastAtvTs = System.currentTimeMillis()
            if (bsHasEnemy) xLastAtkTs = System.currentTimeMillis()
        } else if (
            (System.currentTimeMillis() - xLastBossDirectOrBuffTs < 30000 || (System.currentTimeMillis() - xLastReviveTs < 30000 && xBossDirectOrBuff))
            && System.currentTimeMillis() - anaLastHasEnemyNameTs > 3000
            && blockBlueDoor != null) {
            listOf(40, 40, 40, 40,
                120, 120, 120, 120, 120).forEachIndexed { index, i ->
                printLog { "scriptHY 节点.直通直接去bossA $index" }
                accPathfinding(i, if (index >= 5) btnInteract else null)
            }
            releaseLastGestures()
        } else if (System.currentTimeMillis() - anaLastHasBackpack100Ts < 50000
            && (System.currentTimeMillis() - xLastAtkTs > 3000 || System.currentTimeMillis() - anaLastSceneSettleTs < 10000)
            && System.currentTimeMillis() - sLastFeature29Ts > 50000) {
            printLog { "script 满背包尝试分解" }
            tryPetBlacksmithSubmit()
            sLastFeature29Ts = System.currentTimeMillis()
        } else if (bsHasInteract && !bsPlayerHpLosing
            && System.currentTimeMillis() - xLastUnknownTs > 8000
            && System.currentTimeMillis() - xLastSceneEnterTs > 24000
            && System.currentTimeMillis() - lastEliteEnemyBossTs > 16000  // 击杀boss后不要乱点
            && System.currentTimeMillis() - xLastBossDirectOrBuffTs > 20000
            && !bsSceneSettle && !bsSceneSettleBlacksmith
            && System.currentTimeMillis() - anaLastSceneSettleTs > 15000
            && System.currentTimeMillis() - xLastCloseableTs > 10000) {
            accClick(btnInteract, afterDelay = 0)
            accPathfinding(angleByRoad)
            accPathfinding(angleByRoad)
            accPathfinding(random.nextInt(360))
        } else if (bsHasApplyDot && Properties.inviteAutoAccept != 0) {
            accClick(btnApplyMenu, afterDelay = 500)
            accClick(btnApplyPopMenu, afterDelay = 1000)
        } else {
            // 冰柱这里很细的路可能卡停
            sceneHYSpecialHandling1()
            accPathfinding(sceneAngleByRoad(), pathfindingWith())
        }
    } else if (bsPage != PAGE_MAIN) {
        scriptHandlingUnknown()
    }
}

private fun pathfindingWith(): String? {
    if (!bsSceneSettle && !bsSceneSettleBlacksmith
        && System.currentTimeMillis() - anaLastSceneSettleTs > 10000
        && System.currentTimeMillis() - xLastSceneEnterTs > 24000
    ) {
        if (System.currentTimeMillis() - xLastAtkTs > 30000
            && System.currentTimeMillis() - xLastAtvTs > 30000
            && System.currentTimeMillis() - sLastAccInteractTs > 3000
            && System.currentTimeMillis() - xLastUnknownTs > 8000
            && bsHasInteract) {
            printLog { "pathfindingWith btnInteract by normal" }
            sLastAccInteractTs = System.currentTimeMillis()
            return btnInteract
        }
    }
    return null
}


suspend fun sceneHYSpecialHandling1() {
    if (xSceneInvokedExit) {
        printLog { "scriptHY 节点.刚退出副本的处理" }
        listOf(45, 45, 45, 45, 45, 45, 45).forEachIndexed { index, i ->
            printLog { "scriptHY 节点.回到副本 $index" }
            accPathfinding(i, if (index >= 5) btnInteract else null)
        }
        // 这里接一手弹窗确认点击
        accClick(btnPopTxtConfirm, afterDelay = 1500) // 如果是在外面的入口卡住
        xSceneInvokedExit = false
    } else if (System.currentTimeMillis() - xLastAtkTs > 240000
        && System.currentTimeMillis() - xLastAtvTs > 240000
        && System.currentTimeMillis() - xLastSceneExitTs > 120000) {
        printLog { "scriptHY 节点.超时退出" }
        sceneExit()
    } else if (counterActionStopped > 30 && System.currentTimeMillis() - xLastAtkTs > 3000
        && System.currentTimeMillis() - sLastFeature33Ts > 60000) {
        printLog { "script 节点.原地不动." }
        releaseLastGestures()
//        accClick(btnSmallMap, afterDelay = 2000)
        counterActionStopped = 0
        sLastFeature33Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHYFeature1Ts < 2000
        && System.currentTimeMillis() - sLastFeature1Ts > 1000) {
        listOf(60).forEachIndexed { _, i ->
            val r = (System.currentTimeMillis() - sLastAccInteractTs > 500)
            printLog { "scriptHY 节点.小boss前拳头碎冰墙 ${if (r) "互动" else ""}" }
            accPathfinding(i, if (r) btnInteract else null)
            sLastAccInteractTs = System.currentTimeMillis()
        }
        if (System.currentTimeMillis() - sLastFeature1Ts > 9000
            || System.currentTimeMillis() - anaLastHasEnemyNameTs < 1000) {
            listOf(240, 240, 240, 230, 240, 230, 355).forEachIndexed { index, i ->
                if (System.currentTimeMillis() - lastEliteEnemyBossTs > 2000) {
                    printLog { "scriptHY 节点.小boss前拳头碎冰墙 回头清理敌人A $index" }
                    if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
                    else accPathfinding(i, if (index < 2) btnInteract else null)
                }
            }
            listOf(240, 230, 240, 270, 90, 270, 90).forEachIndexed { index, i ->
                if (System.currentTimeMillis() - anaLastHasEnemyNameTs < 1000) {
                    printLog { "scriptHY 节点.小boss前拳头碎冰墙 回头清理敌人B $index" }
                    if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
                    else accPathfinding(i)
                }
            }
        }
        releaseLastGestures()
        sLastFeature1Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHYFeature2Ts < 2000
        && System.currentTimeMillis() - sLastFeature2Ts > 2000) {
        printLog { "scriptHY 节点.小boss击破后踢一脚开路" }
        accPathfinding(angleByRoad, btnInteract)
        sLastFeature2Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHYFeature3Ts < 2000
        && System.currentTimeMillis() - sLastFeature3Ts > 2000) {
        listOf(0, 5, 0).forEachIndexed { index, i ->
            printLog { "scriptHY 节点.最后的门 $index" }
            accPathfinding(i, if (index > 0) btnInteract else null)
        }
        releaseLastGestures()
        sLastFeature3Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHYFeature4Ts < 2000
        && System.currentTimeMillis() - sLastFeature4Ts > 2000) {
        listOf(170, 170, 170, 170, 150, 150, 150, 120, 120, 90, 90, 90, 70, 70, 70, 45, 45, 45, 45, 45,
            42, 42, 42, 42, 42, 45, 45, 45, 45, 45, 42, 42,).forEach { // 第三段强行直接移动到最后的门那边去
            printLog { "scriptHY 节点.双岔路卡点.左侧有个小宝箱 $it" }
            if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(it)
            else accPathfinding(it)
        }
        releaseLastGestures()
        sLastFeature4Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHYFeature6Ts < 2000
        && System.currentTimeMillis() - sLastFeature6Ts > 2000) {
        listOf(170, 168, 170, 168, 170, 168, 170, 168, 150, 150, 150, 150, 130, 120, 120, 90, 90, 90, 70, 70, 70, 45, 45, 45, 45, 45,
            42, 42, 42, 42, 42, 45, 45, 45, 45, 45, 42, 42,).forEachIndexed { index, i -> // 第三段强行直接移动到最后的门那边去
            printLog { "scriptHY 节点.双岔路卡点.最深处 $index" }
            if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
            else accPathfinding(i)
        }
        releaseLastGestures()
        sLastFeature6Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHYFeature7Ts < 2000
        && System.currentTimeMillis() - sLastFeature7Ts > 6000) {
        listOf(40, 40, 40, 40,
            120, 120, 120, 120, 120).forEachIndexed { index, i ->
            printLog { "scriptHY 节点.直通直接去bossC $index" }
            accPathfinding(i, if (index >= 5) btnInteract else null)
        }
        releaseLastGestures()
        sLastFeature7Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHYFeature8Ts < 2000
        && System.currentTimeMillis() - sLastFeature8Ts > 6000) {
        listOf(320, 330, 340).forEachIndexed { index, i ->
            printLog { "scriptHY 节点.第1个boss击破后卡点.需要往上左微调走 $index" }
            if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
            else accPathfinding(i)
        }
        releaseLastGestures()
        sLastFeature8Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHYFeature9Ts < 2000
        && System.currentTimeMillis() - sLastFeature9Ts > 6000) {
        printLog { "scriptHY 节点.回音路线是起点" }
        if (!xSceneHideState) {
            printLog { "script. 收起副本状态" }
            accClick(btnSceneHideState, afterDelay = 500)
            xSceneHideState = true
        }
        sLastFeature9Ts = System.currentTimeMillis()
    } else if (System.currentTimeMillis() - anaLastSMapHYFeature10Ts < 2000
        && System.currentTimeMillis() - sLastFeature10Ts > 6000) {
        listOf(0, 355).forEachIndexed { index, i ->
            printLog { "scriptHY 节点.踢开冰桥 $index" }
            if (bsHasEnemy || bsPlayerHpLosing || bsBossBeside) accAutoAtk(i)
            else accPathfinding(i, if (index > 0) btnInteract else null)
        }
        releaseLastGestures()
        sLastFeature10Ts = System.currentTimeMillis()
    }


}

private suspend fun sceneHYSpecialHandling9() {
    if (System.currentTimeMillis() - lastMapTopNotArrivedTs < 1000
        && System.currentTimeMillis() - xLastAtkTs < 3000
        && System.currentTimeMillis() - xLastUnknownTs > 8000) {
        if (bsHasInteract && System.currentTimeMillis() - sLastAccInteractTs > 1500) {
            printLog { "寻路战斗中快捷交互" } // 第1个boss击破后往上走
            accClick(btnInteract)
            sLastAccInteractTs = System.currentTimeMillis()
        }
    }
}

private fun blacksmithByBlueDoor(blueDoor: Block?): Block? {
    if (blueDoor == null) return null
    return Block("铁匠", blueDoor.x - 26.pt, blueDoor.y - 16.pt, 0, 0)
}
private fun blacksmithByBlacksmith(blacksmith: Block?): Block? {
    if (blacksmith == null) return null
    return Block("铁匠fixed", blacksmith.x - 6.pt, blacksmith.y - 0.pt, 0, 0)
}
private fun exitByBlueDoor(blueDoor: Block?): Block? {
    if (blueDoor == null) return null
    return Block("小地图传送门fixed", blueDoor.x + (-1).pt, blueDoor.y - 5.pt, 0, 0)
}
private fun exitByBlacksmith(blacksmith: Block?): Block? {
    if (blacksmith == null) return null
    return Block("小地图传送门By铁匠", blacksmith.x + 25.pt, blacksmith.y + 16.pt, 0, 0)
}

private suspend fun checkScriptError() {
    if (xLastAtvTs == 0L) {
        return
    }
    if (xScriptEndTs > 0 && System.currentTimeMillis() > xScriptEndTs) {
        scriptInError = true
        processExitGame("定时结束(${Properties.stopCountdown}秒)")
        DiskLogUtils.saveToDisk()
    }
    val timeout = Properties.scriptStopTimeout * 1000L   // 超过分钟没有敌人停止脚本
    xAtvLeftTime = max(0, timeout - (System.currentTimeMillis() - xLastAtvTs))
    if (System.currentTimeMillis() - xLastAtvTs > timeout) {
        scriptInError = true
        processExitGame("${C.ERROR_END}=${timeout / 1000}")
        DiskLogUtils.saveToDisk()
    }
    val ne = n
    if (ne != null && System.currentTimeMillis() - ne > timeout
        && System.currentTimeMillis() - lastEliteEnemyBossTs > timeout) {
        // 还有一种情况. 就是已经运行了x分钟了.但是没有boss 可能卡遗迹了
        scriptInError = true
        processExitGame("${C.ERROR_END}=BossLoss")
        DiskLogUtils.saveToDisk()
    }
    if (ne != null && System.currentTimeMillis() - ne > 198123L) {
        val sp = "j#s#l#t#z#m#p#e#r#a".split("#")
        var pass = true
        sp.forEach {
            if (pass && readByDisk(it).isNullOrEmpty()) pass = false
        }
        printLog { "j#s#l#t#z#m#p#e#r#a [pass:$pass]" }
        if (!pass) scriptInError = true
        else n = null
    }
}